dofile(minetest.get_modpath("castrum").."/config.txt") local meadow = {} meadow.get_formspec = function(player, pos) if player == nil then return end file = io.open(minetest.get_worldpath().."/SAVE/Meadow.txt", "r") local level = file:read("*l") file:close() local label = "" local label2 = "" local need1 = "" local need2 = "" local need3 = "" local need4 = "" if tonumber(level) < 9 then label = "not build yet ("..math.floor((level/9)*100).."%)" label2 = "Build" need1 = "80 Water Buckets" need2 = "Mountain Fountain lv.2" elseif tonumber(level) == 9 then label = (level-8).."/2" label2 = "Upgrade" need1 = "160 Water Buckets" need2 = "Completed island chapter 2" else label = (level-8).."/2" label2 = "Upgrade (comming soon)" end formspec = "size[5,6.5]" .."background[5,6.5;1,1;gui_formbg.png;true]" .."listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]" .."bgcolor[#080808BB;true]" .."label[0,0;Level: "..label.."]" .."label[0,0.5;You need:]" .."label[0,0.8;"..need1.."]" .."label[0,1.1;"..need2.."]" .."label[0,1.4;"..need3.."]" .."label[0,1.7;"..need4.."]" .."button[0,2;5,1;;"..label2.."]" .."image_button[4.5,-0.3;0.8,0.8;;esc;X]" if del_button == true then formspec = formspec.."button[0,3;5,1;;del]" end return formspec end minetest.register_node("castrum:meadow",{ tiles = {"default_diamond_block.png"}, description = "Configurate Meadow", --groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3}, on_punch = function(pos, node, player, pointed_thing) minetest.show_formspec(player:get_player_name(), "meadow" , meadow.get_formspec(player)) end, }) minetest.register_on_player_receive_fields(function(player, formname, fields) local player_inv = player:get_inventory() if formname == "meadow" then for k, v in pairs(fields) do if v == "del" then minetest.place_schematic({x=318, y=39, z=-1}, minetest.get_modpath("castrum").."/schematics/Meadow/Meadow_0.mts","0") file = io.open(minetest.get_worldpath().."/SAVE/Meadow.txt", "w") file:write("0") file:close() minetest.show_formspec(player:get_player_name(), "meadow" , meadow.get_formspec(player)) elseif v == "Upgrade" or v == "Build" then file = io.open(minetest.get_worldpath().."/SAVE/Meadow.txt", "r") local level = file:read("*l") file:close() file = io.open(minetest.get_worldpath().."/SAVE/Mountain_Fountain.txt", "r") local fountain = file:read("*l") file:close() file = io.open(minetest.get_worldpath().."/SAVE/Island_Chapter.txt", "r") local chapter = file:read("*l") file:close() local inv = player:get_inventory() local upgrade = false local txt = "not enough items" if tonumber(level) < 9 and inv:contains_item("main", "castrum:bucket_water 80") and tonumber(fountain) > 3 then Item_Remove2(player, "main", "castrum:bucket_water 80") upgrade = true elseif tonumber(level) < 9 and inv:contains_item("main", "castrum:bucket_water 80") then txt = "upgrade mountain fountain to lv.2 first" elseif tonumber(level) == 9 and inv:contains_item("main", "castrum:bucket_water 160") and tonumber(chapter) > 2 then Item_Remove2(player, "main", "castrum:bucket_water 160") upgrade = true elseif tonumber(level) == 9 and inv:contains_item("main", "castrum:bucket_water 160") then txt = "complete island chapter 2 first" end if upgrade == false then minetest.chat_send_player(player:get_player_name(), txt) end if (tonumber(level)) < 10 and upgrade or buildings_costs == false then minetest.place_schematic({x=318, y=39, z=-1}, minetest.get_modpath("castrum").."/schematics/Meadow/Meadow_"..(tonumber(level)+1)..".mts","0") file = io.open(minetest.get_worldpath().."/SAVE/Meadow.txt", "w") file:write(tonumber(level)+1) file:close() end minetest.show_formspec(player:get_player_name(), "meadow" , meadow.get_formspec(player)) elseif v == "X" then minetest.show_formspec(player:get_player_name(), "", "") end end end end)